Theorycraft: "Slooow Dooown" Ice Shot/Ensnaring Arrow Deadeye - Path of Exile 3.9 Metamorph League
"Sloooooow doooooown"
An Ice Shot Ranger build by Narnach
Path of Building: https://pastebin.com/P1zBSvGm
LMB: Ice Shot
MMB: Vaal Grace
RMB: Blink Arrow
1: Ensnaring Ballista
2: Frost Bomb
3: Ice Golem
4: Temporal Chains
5: Decoy Totem
Ensnaring Arrow looks very interesting.
Slows enemies down (25% vs bosses, 30% vs rares, 40% vs normal/magic) and makes them take 20% increased projectile damage from attack hits. Perfect support skill, anyone?
Max 3 snares per enemy, meaning this would scale pretty well on Ballistas due to caring about the secondary effects rather than the DPS.
Snares break when enemies leave the area of effect, and the gem has the AoE tag, so increasing AoE (via skill tree or Inc AoE gem) means enemies must move further to get un-stuck. Re-applying snare to them also works, of course.
Chill/freeze/temp chains/hinder/maim/stunning enemies further slows them down.
Supports: Ballista Totem, Maim, (Greater) Volley/LMP/GMP/Faster Attacks/Barrage (whichever seems most effective at helping to land more hits)
Ice Shot got a small rework.
It no longer causes chilled ground, but the damage itself is now *much* more effective at chilling.
Combined with the buffed chill effect calculations (mostly vs high health targets like bosses) this means chill is a relevant mechanics vs bosses again.
The skill increases the effect of chill, so using both Bonechill and Hypothermia might be overkill. In that case, Bonechill might go on a guaranteed chilled ground support skill instead. It's a damage multiplier, so it is useful.
It's still got only 60% phys to cold conversion, so need skilltree support to get this to 100%
Supports: (Awakened) Cold Penetration, (Awakened) Added Cold (it's got 174% effectiveness of added cold, so we'd better use this), Hypothermia, Bonechill (maybe)
Threshold Jewel: Omen of the Winds (act 5 quest reward, limit 2) adds +3 Pierce, 25% inc AoE size and 15-20% increased damage vs chilled enemies
Bonechill applies a "increases cold damage taken" that's as strong as the Chill inflicted by the skill that it supports. That means 30% increased damage taken when done right.
You _could_ attach it to the main skill, but I saw someone mention that it's also nice to attach to a Cast When Damage Taken skill that applies Cold Snap. This means you can put another damage support on your main skill instead.
Link: Bonechill (lvl 20) + Cast When Damage Taken (lvl 1) + Cold Snap (lvl 7) + Hypothermia (lvl 20)
Bonechill will be supported by up to 94% increased chill effectiveness: 30% from tree, 20% from hypothermia, 44% from bonechill itself.
Total slowdown effects vs bosses:
- Ensnaring Arrow: 25% less movement speed (might have 3x stacking, but somehow doubt this)
- Temp Chains Curse: 10-14% less action speed (so this affects movement and actions, I assume)
- Chill: caps at 30% less animation speed (same as action speed?)
- Maim: 30% reduced movement speed
- Hinder: Reduces movement speed. No obvious skill to apply it with, other than Spell Totem + Blight/Wither or using Abyssal Cry, both of which are not a great fit
- Total: 0.75 * 0.88 * 0.7 * 0.7 * 100% = 32.34% remaining movement speed; action speed is 0.88 * 0.7 * 100% = 61.6% remaining action speed
Shutdowns:
- Freeze, side effect of crits and come passives
- Stun, side effect of big hits. Ranged elemental damage is penalized 25% regarding crits, so will only apply incidentally
Defensive Layering
Flesh & Stone (sand stance) + Arrow Dancing (keystone) makes you hard to hit from range with projectiles, but nearby enemies are blinded so they have a hard time hitting you in melee.
- Movement: don't get hit
- Distractions: put totems in their face!
- Crowd control: chilled + Temporal Chains'd enemies are easier to physically dodge
- Evasion (boosted by Blind)
- Dodge
- Resistances
- Damage Mitigation: flesh & stone (ranged attacks)
- Armour (granite flask, maybe?)
- Life
Damage stacking
- Enemy is nearly certain to always be Chilled
- Enemy is nearly certain to get Blinded during the fight, or die too fast to make this relevant
- 30-40% crit rate with 3x multiplier makes damage inconsistent/spikey
Unreliable damage bonuses, so not counted by default:
- Cold Grasp + Bonechill applies debug that makes enemy take more damage, roughly 20%; is applied via Cast When Damage Taken, for now.
- Frenzy Charges are only gained on kill, so not always up or maxed
- Flasks, because I don't have a popsicle stick: Sulphur Flask damage bonus, Onslaught from Silver Flask, Diamond Flask
*My Info*
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